Hello Kitty is probably the clearest example of what happens when a character stops behaving like a mascot and starts behaving like an entire world.
She was first created for Sanrio products in the 1970s, originally appearing on a small coin purse. Her popularity quickly took her far beyond that original product category. Today, Hello Kitty appears in around 50,000 products annually across 130 countries and regions, from fashion and homeware to electronics, entertainment and countless collaborations.
Today, calling Hello Kitty just a mascot feels absurd.
She does not really advertise one thing. She can represent a collection, a collaboration, a store, a game, a fashion line or an entire experience while remaining unmistakably herself.
That is one of the crucial differences between a traditional mascot and a character IP. A mascot usually belongs to a brand. A character like Hello Kitty can become a brand in her own right.
And Sanrio did not stop with one character. Hello Kitty exists alongside a huge universe of characters – My Melody, Kuromi, Cinnamoroll, Pompompurin, Badtz-Maru and many others – each with their own personality, visual language and fan base. The character is no longer an accessory to the brand system. The characters are the system.